Wrecks vanishing

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MrsWargamer
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Wrecks vanishing

Post by MrsWargamer »

Started 07 today and went into the desert.

Trashed two Italian tankettes and they brewed. Entered the location with my Matildas, did NOT attempt to remove wreck and they disappeared all the same. Well the graphic disappeared that is.

Is this proper?
pipfromslitherine
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Post by pipfromslitherine »

You can drive over wrecks, they will kinda of auto-bulldoze. But the tile cost is much higher than a normal move. It's to avoid too much micromanagement, and not inconsequentially, to help out the AI from having to work out when to bulldoze stuff :).

Cheers

Pip
Obsolete
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Post by Obsolete »

"Is this proper?"

Well, if it isn't then you would not be allowed to move into that tile in the first place, since wreckage blocks.

I still have a problem where standing still and moving wreckage costs 100% APs, but moving through them doesn't. That seems to be a little silly. I would think there should be an agreed on AP cost for units doing this no matter what their state? I wonder if that would cause other problems?
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IainMcNeil
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Post by IainMcNeil »

Probably true - when we had wreck removal there was no way to move through them. I think half AP's would be ok rather than the move cost. This way you can clear a wreck and it keeps it simple to calculate.
MrsWargamer
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 822
Joined: Thu Apr 03, 2008 3:17 pm
Location: Canada

Post by MrsWargamer »

I think I might have seen a pop up message now that went over the same attack a second time. Are all wrecks equal? Or are small wrecks of smaller vehicles different?

The message seemed to hint at the tankettes just not being on par with a Tiger II for instance.
Obsolete
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Post by Obsolete »

I don't think there is differentiation between wrecks. But if we really want to get that realistic, then we'd have to handle some other things first. Such as, the silliness of being able to bulldoze a wreck that is located right in-front of an enemy unit, but we still remain hidden or under cover because we are right around a corner, for example :P I am guilty of abusing things like this quite a bit. I suppose a way to fix this is to block bulldozing when a wreck is adjacant to a unit. This then needs some other corrective measures though, for when an enemy unit is adjacant, but hidden for example. Otherwise you'd be cheating and know what's up when you can't bulldoze...
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Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
pipfromslitherine
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Post by pipfromslitherine »

There is no difference between wrecks, and using 1/2 APs isn't going to work I don't think, as I you would never be able to check 'possible' routes without adding lots of special casing to try and guess how many APs the unit would have at the time.

Cheers

Pip
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